Reduce from 5-layer to 3-layer fog: clear (forward cone), explored (light overlay preserving art), and unexplored (solid near-black). Remove peripheral sector handling from fog_state.gd. Also preserve exploration data across texture resizes — previously, resizing the fog texture lost all explored-tile state, causing tiles behind the player to render as unexplored black instead of light fog. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
83 lines
3.3 KiB
Plaintext
83 lines
3.3 KiB
Plaintext
shader_type canvas_item;
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// D-059: 3-layer fog shader. Composites over world content.
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// Layer 1: Clear (forward cone) — transparent, soft gradient edge
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// Layer 2: Explored fog — light overlay indicating "not fresh", art preserved
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// Layer 3: Unexplored — solid near-black #12141a
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uniform sampler2D visibility_tex : filter_linear, repeat_disable;
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uniform sampler2D exploration_tex : filter_linear, repeat_disable;
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uniform sampler2D zone_tint_tex : filter_nearest, repeat_disable;
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uniform sampler2D noise_tex : filter_linear, repeat_enable;
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uniform vec2 rect_pos; // World-space position of the ColorRect (pixels)
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uniform vec2 rect_sz; // World-space size of the ColorRect (pixels)
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uniform vec2 map_offset; // map_bounds.position (tiles)
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uniform vec2 map_size; // map_bounds.size (tiles)
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uniform float tile_size; // Pixels per sim tile
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uniform float time; // Seconds since start
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const vec3 UNEXPLORED_COLOR = vec3(0.071, 0.078, 0.102); // #12141a
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const vec3 DARK_OVERLAY = vec3(0.02, 0.02, 0.05);
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// Soft gradient via 7x7 Gaussian blur on visibility (sigma 2.0).
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// Spreads the cone boundary into a 3-4 tile radius gradient for soft edges.
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float sample_visibility(vec2 uv) {
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vec2 t = 1.0 / map_size;
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float sum = 0.0;
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float weight = 0.0;
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for (float dy = -3.0; dy <= 3.0; dy += 1.0) {
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for (float dx = -3.0; dx <= 3.0; dx += 1.0) {
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float w = exp(-(dx * dx + dy * dy) / 8.0);
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vec2 sample_uv = clamp(uv + vec2(dx, dy) * t, vec2(0.0), vec2(1.0));
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sum += texture(visibility_tex, sample_uv).r * w;
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weight += w;
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}
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}
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return sum / weight;
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}
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void fragment() {
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vec2 world_px = rect_pos + UV * rect_sz;
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vec2 tile = world_px / tile_size;
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vec2 tex_uv = (tile - map_offset) / map_size;
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// Outside known map -> unexplored
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if (tex_uv.x < 0.0 || tex_uv.x > 1.0 || tex_uv.y < 0.0 || tex_uv.y > 1.0) {
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COLOR = vec4(UNEXPLORED_COLOR, 1.0);
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} else {
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float vis_raw = texture(visibility_tex, tex_uv).r;
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float vis = sample_visibility(tex_uv);
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float explored = texture(exploration_tex, tex_uv).r;
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// Don't bleed gradient into never-explored tiles
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if (explored < 0.01 && vis_raw < 0.01) {
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vis = 0.0;
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}
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if (explored < 0.01 && vis < 0.01) {
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// Unexplored: solid near-black
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COLOR = vec4(UNEXPLORED_COLOR, 1.0);
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} else {
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// Continuous blend: clear vision (vis=1) -> light fog (vis=0).
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// The Gaussian blur creates a smooth 3-4 tile soft gradient
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// at the cone edge — no hard boundary.
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// Light fog: subtle animated overlay, preserves all art/info
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float noise_val = texture(noise_tex, tile * 0.03 + vec2(time * 0.11, time * 0.07)).r;
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float fog_alpha = 0.28 + noise_val * 0.04;
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// Clarity ramp from the blurred visibility
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float clarity = smoothstep(0.0, 0.85, vis);
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float alpha = mix(fog_alpha, 0.0, clarity);
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vec3 color = mix(DARK_OVERLAY, vec3(0.0), clarity);
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// Soft edge between explored and unexplored
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float exp_fade = smoothstep(0.0, 0.3, explored);
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alpha = mix(1.0, alpha, exp_fade);
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color = mix(UNEXPLORED_COLOR, color, exp_fade);
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COLOR = vec4(color, alpha);
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}
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}
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}
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